Vibes By Dee · The road so far

Ember & Clay: The Fifth Age

From a dark plain with a red stand-in to a chained Titan on his own hill, a town under Thera and the cave where Echidna waits. The road as it was taken, with the struggles and the feedback left in.

15days560saved steps8game updates217moments
26 Oct – 2 Nov

Where it began

Before the overhaul the world was a dark plain with a few rocks, blocky ruins and survivors in underwear picking berries and wild flax. The first played hour was saved as a checkpoint, and from there the walking, jumping, crafting, menus and lettering were built one by one.

struggleThe very first start: a dark plain and a red stand-in survivor.
Night in the first forest.
The first quest cards.
Early meadow, early trees.
A first look at the hills.
Poppies, berry bushes, a tiny survivor.
struggleClose-ups showed every rough edge.
struggleAnimations still finding their feet.
Ore rocks with copper streaks.
Picking berries: the first gathering.
The first club.
Wild flax for fibre.
The first doorway.
struggleInside: floating planks in the dark.
struggleThe great white cliff that wasn't meant to glow.
1 Nov

The first demo goes out

Version 0.1 pre-alpha: one click to install. The first tester went straight in, and the first crash report came with it.

feedback"Ancient Greek magic? Or just a collision bug?"
feedbackTester notes: what went well and what broke.
feedbackstruggle"Nothing snaps, roof part not aligned": building feedback.
feedbackWhy can't food go in the chest? It can now.
feedbackstruggleThe first crash: a missing file on the tester's PC.
Chests snapping to walls, deliveries to the nearest chest.
3 Nov

A land with a volcano

The first saved screenshots: a settings menu, Thera smoking on the horizon, the forge, the first pen of deer, and the very first Prometheus, chained to a small rock in a red tunic.

feedback"Doesn't look floating to you?"
feedbackA tester: the fences barely snap together, and the beasts won't go in.
Thera smoking behind the olives.
The forge.
The first pen and the first tame.
Sitting in a stone house.
Doors that opened and deer that wandered through.
struggleOut of bounds: the world seen from below.
struggleThe edge of the world.
The very first Prometheus: a red tunic on a small rock.
The land, Thera and a survivor.
4 Nov

Survivors, a town and things that broke

The busiest day: 93 saved steps. Eight survivors got tunics and faces, Oinoe grew houses, stalls and statues, beasts could be ridden, and weapons got real animations. Plenty went wrong on the way: a door that turned bright red, a camera stuck inside a column, a moon that would not sit right.

Mateo, one of the eight.
All eight survivors in their tunics.
Riding a lion.
Ride cards for every mount.
Oinoe's first houses and columns.
The sanctuary.
Whitewashed homes with red roofs.
Market stalls on the agora.
struggleThe door that came out bright red.
The door, fixed.
struggleDrawing a bow, with a white sheet behind him.
Throwing a javelin.
A whole herd of pigs.
Mortals of Oinoe meet the player.
feedback"See the underwear showing through the tunic?"
struggleThe camera inside a column.
struggleThe moon, before it behaved.
The moon, after.
Steps up to a door.
Sitting on a bench.
Sleeping in bed.
The temple of Clay and Ash.
Riding a pig through Oinoe.
Crafting at the workbench.
4 – 5 Nov

Our own art

The first art made by the studio itself: our own hen, rigged in Blender, then the rooster, then Prometheus' chains on a rock, tested again and again until the shadows held still.

The hens and the rooster, rigged in Blender.
Sitting down, one of their twelve moves.
The first chain in the grass.
The chained boulder.
struggleShadow tests: which setting stops the flicker?
5 Nov

Making Prometheus

We built him ourselves. It started with reference art, then a MetaHuman in the editor, then days on the crag: the boulder that swallowed him whole, the robe that flared up, a bald head, no face at all, and finally his own curly hair and beard grown on his own face.

Reference: the eagle and the chains.
Reference: chained and defiant.
Reference: the Titan shaping man from clay.
Reference: the fire-bringer.
First stand on the grass.
struggleThe boulder that swallowed him.
struggleThe crag sunk in sand.
Against the dark rock.
The first real crag.
struggleThe robe flaring up: the start of the cloak struggle.
struggleClipping from below.
feedback"Wrong icon, should be a hand."
Body variants in the editor.
A new face.
struggleNo face at all.
Bald and chained.
Rigid hair on the bones.
struggleHair off again.
His first face.
Full figure in the editor.
Red tunic, bald, not him yet.
Close up.
His own curls, grown on his own face.
Hair and beard, first try.
The crag from above.
5 Nov

Building in tiers

Wood, then stone, then glass: walls, windows and roofs that had to sit on slopes and rocks without sinking in.

Three tiers side by side.
A glass window wall.
struggleA roof that went into the rock.
Roof on a slope, fixed.
Prometheus in a new light.
struggleThe cloak clipping again, seen from afar.
6 Nov

A home, a lake, the weather

Workers at the bench, a farm, the glass greenhouse, a two-storey house, and beasts in colours. A lake to wade in and drink from, clay on its shore, a jetty, rain and storms.

Workers at their benches.
The farm.
The first two-storey house.
Beasts in colours: a blue lion.
The lake.
Wading in.
Drinking from the lake.
The map.
Corner roofs.
The glass greenhouse.
Pyramid roofs.
Two storeys and a balcony.
A storm.
The jetty on columns.
Resting.
6 Nov

Colours for every beast

Every beast got coat colours you can breed for. Lining them up showed which colours were too alike, and the palette was picked again until each one stood apart.

feedback"Some full colours are off on all the animals."
The whole lineup.
Calydonian boars in every colour.
Nemean lions.
The hens, natural and dyed.
6 Nov

Prometheus on his own hill

He moved to a hill 120 m from where you wake: a slope to run up, the crag grown out of the land, trees all round, a spring pool to drink from and his fire beside it. Then the last fight with the cloak, and the rock that cut through his head.

struggleBefore: rocks set on flat ground.
Chained on his hill.
The spring pool.
struggleFire and pool, first try: the fire sat in the pond.
The hill from the side.
The pool below the crag.
The spring, made inviting.
Clear water at his feet.
Front on.
No more clipping, near or far.
From 20 metres.
7 Nov

Climbing

Jump at a steep rock, climb with stamina, pull yourself over the top. And every pack we own was looked at again for the Greek-myth look: umbrella pines, Mediterranean streets, ruins and Greek clothes are on their way.

Up the crag.
7 Nov, night

Umbrella pines

The northern pines made way for Aleppo umbrella pines, and evergreen scrub oak now dots the dry hills. The first try came out bare: the needles are thousands of separate twig pieces the tree pulls in at render time, and a plain copy left them behind. Carrying those twigs over to the new trees brought the crowns back.

Aleppo pines with their crowns, and scrub oak in the grass.
struggleFirst try: bare pines, every needle missing.
7 Nov, night

Greek dress and a fountain in the agora

Four garments from a Roman outfit set, a chiton, a peplos, a long tunic and a toga, were put on a MetaHuman body in Blender, skinned in Unreal and fitted to all eight survivors. Oinoe's women now wear them, and so do the women who wake on the island. The agora got a stone fountain with palms and big jars, and a stoa to stand in out of the sun.

The toga over the long tunic, fitted in Blender (Roman style outfits by a9908244, CC BY 4.0).
The peplos on the same body.
A survivor in the blue-striped chiton.
The new stoa, and Oinoe's women in peplos and chiton.
The agora from above: fountain, palms, jars, the sanctuary.
struggleFirst try at a fountain shot: the camera inside a wall.
7 Nov, before dawn

Ruins, shrines and a fishers' landing

The old temple ruins got what their worshippers left behind: a draped statue without a head, heaps of broken pots, jars and an altar by the steps. Athena's sanctuary in Oinoe got brass incense burners and Greek pottery, and every home's courtyard altar an offering vase. At the lake the fishers now have a jetty, a rowboat, racks for drying fish and crab baskets.

The temple ruin by the start, dressed.
A draped statue among the columns.
struggleA test camera that ended up upside down, under the steps.
Incense burners and offerings in Athena's sanctuary.
The fishers' landing: real planks, a plain rowboat.
struggleThe first boat came with an outboard motor.
struggleA jetty made of a stretched box.
Marble citizens round the agora fountain, from the Roman Street pack.
7 Nov, morning

Oinoe rebuilt in whitewash and tile

The sixteen homes of Oinoe were rebuilt from the Roman Street kit: whitewashed walls, terracotta hip roofs, barred windows with shutters, an arched wooden door onto each courtyard and a coffered ceiling inside. The kit's own street houses couldn't be used as they were (most lean on a neighbour and miss a wall), so five closed houses were put together from its pieces, by the artist's own rules for roofs and cornices.

Oinoe from above, rebuilt.
A small home with its courtyard, olive tree and gate.
Inside: coffered ceiling, the door to the courtyard, barred windows.
The five new homes, checked from four sides before going in the game.
struggleThe pack's street houses, merged one by one: most miss the walls they share with a neighbour.
7 Nov, late morning

A mixed town with streets

One kind of house isn't a Greek town, so Oinoe became a mix: the whitewashed homes, brick houses of one and two storeys built from the Roman Volcanic Temple kit, and some of the first Greek houses. Then streets: a path search from every gate to the agora, the streets joining into a few main ones, laid in flagstone and paved right up to the courtyard walls. Dirt tracks now lead out across the land to where you wake, Prometheus' hill, the fishers' landing and the old ruins.

The four brick houses, checked from every side.
struggleFirst streets: a stone piece that showed as a green checkerboard.
struggleSecond try: only the kerbs showed, as yellow strips.
Third try: flagstone streets.
Oinoe from above: mixed houses, paved streets, tracks out of town.
A two-storey brick house among the whitewashed ones.
A dirt track through the olive groves.
strugglePaving up to the walls, first try: edges in 1.2 m stair-steps.
Street and courtyard wall, paved right up to its foot.
Stones laid square to every wall, the way a mason would: no dirt strips left.
7 Nov, noon

Worn tracks, one paving and flower gardens

The streets looked plastered on and the country tracks too clean. The tracks became trodden earth, darker than the land, ragged at the edges with footprints in them, winding round walls and rocks the way feet would. The streets became one stone surface laid over the ground, paved right into the gates and up to the walls, and every patch of ground the streets close in became a flower garden. Each courtyard got a flower bed by its gate.

struggleA track that came out pale and chalky.
Trodden earth winding through the grass.
struggleOne paving at last, but it climbed the gate columns in spikes.
Flower gardens between the streets.
Oinoe from above: one paving, gardens in between.
7 Nov, afternoon

The story becomes the game

Our Story Bible and technical notes went into the game whole: six acts up to the fall of Talos, quests in steps, choices that stay with you, a talk panel in bronze and gold. Prometheus speaks first, Danae keeps a spoiling granary, wolf tracks lead to a cave that breathes, and Echidna asks you to choose. Jars and urns in the wild can be smashed for coins and finds, and you can lay your own roads and paths.

Jars by the old ruins, waiting to be smashed.
A road and a path laid the way a player does.
feedback"People and animals walking on thin air, not the floor."
feedback"Why is there a bar with text underneath the scroll?"
struggleThe first story test put the survivor inside Prometheus' rock.
Echidna's choice: cut the bond, or keep it.
7 Nov, evening

The cave that breathes

A hole in the rocks was not enough: Echidna needed a true cave, with roots coming through the top and a pool of cave water. Echidna's lair is now a chamber in the hill east of Oinoe, its rock roof broken open to the sky. Dead roots hang round the hole, daylight falls on a still pool, two heroes who came with spears lie where they fell, and her nest of dead wood waits at the back.

The mouth in the hillside, the path sunk between its banks.
Inside: bones, mossy boulders where the old passages fell in, light from above.
Looking up: roots round the hole in the roof.
From above: only the rock roof shows out of the hill.
A passage choked with boulders.
struggleThe hill swallowed the path: the survivor fell through the world.
struggleThe bought cave room on its own: rock with black backing boards, made to sit under a landscape.
struggleA forest of antlers and a tower of skulls.
7 Nov, evening

Echidna, made from what we had

No snake-woman in the packs we own, so we made her ourselves: her own MetaHuman, a face blended from two of the Creator's faces and picked from five, long dark hair, a sea-green tunic, and a serpent half modelled in Blender, seven metres of coils in Paragon snake skin that sway slowly as she waits on her nest.

feedback"I'm taller than she is... and her tail sinks into the ground."
Echidna in her cave, her coils on the floor.
Up close.
struggleThe first tail: a grey grid tube with a pinched disc where it bent.
struggleBald, in the kit's red tunic, and backlit by her own glow.
Her MetaHuman, before she lost her legs.
7 Nov, night

Echidna's skin, made by hand

Each scale of her serpent skin is a small diamond plate laid like a roof tile, tucked under the one in front, with a faint keel down its middle and a thin shadow where it overlaps the next. Her back is green-bronze with darker saddles, and broad cream-gold plates run down her belly. No two scales are quite the same shade.

feedback"Eyes like painted on a doll."
Echidna's scale map: the colour on the left, the relief that makes every scale catch the light on the right.
Echidna's skin map, warmed to a deep Mediterranean olive.
7 Nov, late night

Echidna, struck out and made again

Echidna fought us every step of the way. Her MetaHuman kept her legs, then grew a bald patch, then floated off her own coils. Her tunic came out red, her scales came out smooth as glass, her curls came out straight, and her tail folded wherever it bent. Round after round she came closer, and she was never her. In the end we struck her out completely and started again from scratch in Blender. Even then she did not come easy: on her first night in the cave she had no colour at all, her hair dragged the whole game down to a crawl, and her eyes went from painted on, to glowing, to staring, before they finally looked back at us.

struggleThe MetaHuman Echidna on her nest: close, never quite her.
struggleInside her old coils: the tail folded where it bent.
struggleOur own Echidna's first night in the cave, before her colours stuck.
Starting over: her new body, dressed for the first time.
Her curls, after round upon round of flat crowns and bald spots.
In her cave: olive skin, gold and green silk.
Her eye, after the eyes that looked painted on, then glowing, then staring.
8 Nov

Echidna, finished

We thought she was done. Then the testers looked at her tail from the side, and it was see-through, with her pale belly running along the top of her coils and knife-thin fins where the column met them. It looked perfect in Blender and broken in the game, and it took a whole night of chasing before we found the cause: her tail had been made inside out. Then came her hair. Thinned to keep the game running, it lost its curls. Put back, it floated round her head like a can of hairspray, then went bald on top, then turned to two fuzzy boas on her chest, then went straight beside her face. Every fix broke something else, until her curls finally fell the way real curls fall. She ended up with a new gold circlet with an emerald on her brow, and at last she was the mother of monsters we had pictured.

struggleHer tail, inside out: belly on top, the column see-through.
struggleHairspray hair, and a diadem floating above it.
struggleBald on top.
struggleTwo fuzzy boas instead of curls.
Echidna in her cave, finished.
Her curls, her circlet, her gaze.
Her coils in her nest.
8 Nov, evening

Our own people, up close

Our people had a body, but up close they looked like shop dummies: plastic skin, eyes like marbles in a hole, brows drawn on with a marker, and a white fleck on the chin that turned out to be teeth showing through lips that never quite closed. We stood them next to the survivors we play today and the difference hurt. So, round by round: skin that lets the light in and gives it back warm, eyes with depth and a wet glint, brows of fine single hairs, lips that meet. Then the eyelids glowed orange, and it took a whole evening to find out why: the eyeballs were a size too big and pushed through the lids. The work goes on until they can stand beside the old survivors without anyone missing them.

Under the skin: the eye and brow, quad by quad.
struggleWaxy skin, marble eyes, painted brows.
Her, at the end of the evening.
Him, lips closed at last.
struggleOrange eyelids: the eyeballs pushing through.
9 Nov

A long list of feedback

A night of play brought a list: flowers growing through floors, animals that had all gone tame, Talos stuck behind nothing, a crater you could walk into and never leave. Most of it was one hidden slip in the code that decides whether a beast flees or fights. The crater was filled with lava and given walls of rock, the workshops got real tiled roofs, and picking berries was made again by hand: four tries with ready-made animations, each worse than the last, before he finally crouched at the bush, looked at it, and reached in.

Picking berries: crouched at the bush, looking at it, one hand in.
Thera's crater, full to the walls.
A forge under its new tiled roof.
struggleThe crater filled with lava, seen by a survivor who stood too close.
feedback"Flowers through foundations."
9 Nov, night

A world worth exploring

The testers kept saying the land was empty. So, in one night: dens where an alpha boar, wolf or lion keeps watch over the bones of whoever came too close, farmsteads left behind when the Iron Age fell, their vines still bearing, watchtowers to climb and chart the land from, camps where outcasts keep a fire burning, shrines where Artemis and Ares test you with beasts, stones that tell the earlier Ages of Man, the oracle of Apollo, a trader in Hermes' service who is never where he was yesterday, and the god's own waystones to travel by. Not everything made it: a hero's burial mound looked right until its door ended up half buried in the hill, and it waits for better art.

An alpha boar's den: a ring of boulders, bones, a skull pole.
The wolf's den, with company.
A farmstead left behind, its beds still bearing.
From a watchtower: dens, farms and towers charted on the map.
A survivors' camp: a fire that never goes out.
The shrine of Ares, where the god tests you.
Autolykos, Hermes' wandering trader, at a camp's fire.
A fountain of clear water, built at home.
Apollo's oracle: ten drachmae on the tripod, and the Pythia speaks.
The Minotaur at the mouth of his lair, among the bones of the tribute youths.

Next on the road